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Comparing deliantra/server/server/player.C (file contents):
Revision 1.102 by root, Wed Feb 7 02:04:47 2007 UTC vs.
Revision 1.144 by root, Sat May 26 15:44:08 2007 UTC

21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
116 115
117 news[0] = '\0'; 116 news[0] = '\0';
118 subject[0] = '\0'; 117 subject[0] = '\0';
119 size = 0; 118 size = 0;
120 119
121 while (fgets (buf, MAX_BUF, fp) != NULL) 120 while (fgets (buf, MAX_BUF, fp))
122 { 121 {
123 if (*buf == '#') 122 if (*buf == '#')
124 continue; 123 continue;
125 124
126 if (*buf == '%') 125 if (*buf == '%')
127 { /* send one news */ 126 { /* send one news */
128 if (size > 0) 127 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 129
131 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
132 strip_endline (subject); 131 strip_endline (subject);
133 size = 0; 132 size = 0;
134 news[0] = '\0'; 133 news[0] = '\0';
144 size += strlen (buf); 143 size += strlen (buf);
145 } 144 }
146 } 145 }
147 146
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
151} 150}
152 151
153/* This loads the first map an puts the player on it. */ 152/* This loads the first map an puts the player on it. */
154static void 153static void
155set_first_map (object *op) 154set_first_map (object *op)
156{ 155{
157 op->contr->maplevel = first_map_path; 156 op->contr->maplevel = first_map_path;
158 op->x = -1; 157 op->x = -1;
159 op->y = -1; 158 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 159}
174 160
175void 161void
176player::activate () 162player::activate ()
177{ 163{
182 ob->remove (); 168 ob->remove ();
183 ob->map = 0; 169 ob->map = 0;
184 ob->activate_recursive (); 170 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 172 add_friendly_object (ob);
187 enter_map ();
188} 173}
189 174
190void 175void
191player::deactivate () 176player::deactivate ()
192{ 177{
194 return; 179 return;
195 180
196 terminate_all_pets (ob); 181 terminate_all_pets (ob);
197 remove_friendly_object (ob); 182 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 183 ob->deactivate_recursive ();
184
185 if (ob->map)
199 maplevel = ob->map->path; 186 maplevel = ob->map->path;
187
200 ob->remove (); 188 ob->remove ();
201 ob->map = 0; 189 ob->map = 0;
190 party = 0;
202 191
203 // for weird reasons, this is often "ob", keeping a circular reference 192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
204 ranges [range_skill] = 0;
205 193
206 players.erase (this); 194 players.erase (this);
207} 195}
208 196
209// connect the player with a specific client 197// connect the player with a specific client
210// also changed, rationalises, and fixes some incorrect settings 198// also changes, rationalises, and fixes some incorrect settings
211void 199void
212player::connect (client *ns) 200player::connect (client *ns)
213{ 201{
214 this->ns = ns; 202 this->ns = ns;
215 ns->pl = this; 203 ns->pl = this;
216 204
217 run_on = 0; 205 run_on = 0;
218 fire_on = 0; 206 fire_on = 0;
219 ob->container = 0; //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
220 208
221 ns->update_look = 0; 209 ns->update_look = 0;
222 ns->look_position = 0; 210 ns->look_position = 0;
223 211
224 clear_los (ob); 212 clear_los (ob);
227 215
228 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->clone.race;
231 219
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
236 link_player_skills (ob); 221 link_player_skills (ob);
237 222
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239 224
240 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251 226
252 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
254 { 229 {
255 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
269 244
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271 246
272 esrv_new_player (this, ob->weight + ob->carrying); 247 esrv_new_player (this, ob->weight + ob->carrying);
273 248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats (); 274 ob->update_stats ();
275
275 ns->floorbox_update (); 276 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob); 277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0); 278 esrv_add_spells (this, 0);
279 279
280 activate (); 280 activate ();
281 281
297 297
298 INVOKE_PLAYER (DISCONNECT, this); 298 INVOKE_PLAYER (DISCONNECT, this);
299 299
300 ns->reset_stats (); 300 ns->reset_stats ();
301 ns->pl = 0; 301 ns->pl = 0;
302 this->ns = 0; 302 ns = 0;
303 } 303 }
304 304
305 if (ob)
305 ob->container = 0; //TODO: client-specific 306 ob->close_container (); //TODO: client-specific
307
306 deactivate (); 308 deactivate ();
307} 309}
308 310
309// the need for this function can be explained 311// the need for this function can be explained
310// by load_object not returning the object 312// by load_object not returning the object
311void 313void
312player::set_object (object *op) 314player::set_object (object *op)
313{ 315{
314 ob = op; 316 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */ 317 ob->contr = this; /* this aren't yet in archetype */
316 318
319 ob->speed = 1.0f;
317 ob->speed_left = 0.5; 320 ob->speed_left = 0.5f;
318 ob->speed = 1.0; 321
319 ob->direction = 5; /* So player faces south */ 322 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324} 323}
325 324
326player::player () 325player::player ()
327{ 326{
328 /* There are some elements we want initialised to non zero value - 327 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point. 328 * we deal with that below this point.
330 */ 329 */
331 outputs_sync = 16; /* Every 2 seconds */ 330 outputs_sync = 4;
332 outputs_count = 8; /* Keeps present behaviour */ 331 outputs_count = 4;
333 unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
334 333
335 savebed_map = first_map_path; /* Init. respawn position */ 334 savebed_map = first_map_path; /* Init. respawn position */
336 335
337 gen_sp_armour = 10; 336 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal; 337 bowtype = bow_normal;
340 petmode = pet_normal; 338 petmode = pet_normal;
341 listening = 10; 339 listening = 10;
342 usekeys = containers; 340 usekeys = containers;
343 peaceful = 1; /* default peaceful */ 341 peaceful = 1; /* default peaceful */
344 do_los = 1; 342 do_los = 1;
343
344 weapon_sp = 1.0f;
345 weapon_sp_left = 0.5f;
345} 346}
346 347
347void 348void
348player::do_destroy () 349player::do_destroy ()
349{ 350{
372player::create () 373player::create ()
373{ 374{
374 player *pl = new player; 375 player *pl = new player;
375 376
376 pl->set_object (arch_to_object (get_player_archetype (0))); 377 pl->set_object (arch_to_object (get_player_archetype (0)));
378
379 pl->ob->roll_stats ();
380 pl->ob->stats.wc = 2;
381 pl->ob->run_away = 25; /* Then we panick... */
382
377 set_first_map (pl->ob); 383 set_first_map (pl->ob);
378 384
379 return pl; 385 return pl;
380} 386}
381 387
777} 783}
778 784
779void 785void
780object::roll_stats () 786object::roll_stats ()
781{ 787{
782 int statsort [7]; 788 int statsort [NUM_STATS];
783 789
784 for (;;) 790 for (;;)
785 { 791 {
786 int sum = 0; 792 int sum = 0;
787 for (int i = 7; i--; ) 793 for (int i = NUM_STATS; i--; )
788 sum += statsort [i] = roll_stat (); 794 sum += statsort [i] = roll_stat ();
789 795
790 if (sum >= 82 && sum <= 116) 796 if (sum >= 82 && sum <= 116)
791 break; 797 break;
792 } 798 }
793 799
794 // Sort the stats so that rerolling is easier... 800 // Sort the stats so that rerolling is easier...
795 std::sort (statsort, statsort + 7, std::greater<int>()); 801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
796 802
803 for (int i = 0; i < NUM_STATS; ++i)
797 stats.Str = statsort[0]; 804 stats.stat (i) = statsort [i];
798 stats.Dex = statsort[1];
799 stats.Con = statsort[2];
800 stats.Int = statsort[3];
801 stats.Wis = statsort[4];
802 stats.Pow = statsort[5];
803 stats.Cha = statsort[6];
804 805
805 stats.exp = 0; 806 stats.exp = 0;
806 stats.ac = 0; 807 stats.ac = 0;
807 808
808 stats.hp = stats.maxhp; 809 stats.hp = stats.maxhp;
820} 821}
821 822
822void 823void
823object::swap_stats (int a, int b) 824object::swap_stats (int a, int b)
824{ 825{
825 int tmp = get_attr_value (&contr->orig_stats, a); 826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
827 set_attr_value (&contr->orig_stats, b, tmp);
828 827
828 for (int i = 0; i < NUM_STATS; ++i)
829 stats.Str = contr->orig_stats.Str; 829 stats.stat (i) = contr->orig_stats.stat (i);
830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836 830
837 //TODO: the following code looks so borked and should, at the very least, 831 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats 832 // be merged with the similar code in roll_stats
839 stats.ac = 0; 833 stats.ac = 0;
840 834
871 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
873 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
874 * not the class. 868 * not the class.
875 */ 869 */
876int 870void
877key_change_class (object *op, char key) 871player::chargen_race_done ()
878{ 872{
879 int tmp_loop;
880
881 if (key == 'd' || key == 'D')
882 {
883 char buf[MAX_BUF];
884
885 /* this must before then initial items are given */ 873 /* this must before then initial items are given */
886 esrv_new_player (op->contr, op->weight + op->carrying); 874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
887 875
888 treasurelist *tl = find_treasurelist ("starting_wealth"); 876 treasurelist *tl = treasurelist::find ("starting_wealth");
889 if (tl) 877 if (tl)
890 create_treasure (tl, op, 0, 0, 0); 878 create_treasure (tl, ob, 0, 0, 0);
891 879
892 INVOKE_PLAYER (BIRTH, op->contr); 880 INVOKE_PLAYER (BIRTH, ob->contr);
893 INVOKE_PLAYER (LOGIN, op->contr); 881 INVOKE_PLAYER (LOGIN, ob->contr);
894 882
895 op->contr->ns->state = ST_PLAYING; 883 ob->contr->ns->state = ST_PLAYING;
896 884
897 if (op->msg) 885 if (ob->msg)
898 op->msg = NULL; 886 ob->msg = 0;
899 887
900 /* We create this now because some of the unique maps will need it 888 /* We create this now because some of the unique maps will need it
901 * to save here. 889 * to save here.
902 */ 890 */
891 {
892 char buf[MAX_BUF];
903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
904 make_path_to_file (buf); 894 make_path_to_file (buf);
895 }
905 896
906 start_info (op); 897 start_info (ob);
907 CLEAR_FLAG (op, FLAG_WIZ); 898 CLEAR_FLAG (ob, FLAG_WIZ);
908 give_initial_items (op, op->randomitems); 899 give_initial_items (ob, ob->randomitems);
909 link_player_skills (op); 900 link_player_skills (ob);
910 esrv_send_inventory (op, op); 901 esrv_send_inventory (ob, ob);
911 op->update_stats (); 902 ob->update_stats ();
912 903
913 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
914 * is one for this race 905 * is one for this race
915 */ 906 */
916 if (*first_map_ext_path) 907 if (*first_map_ext_path)
917 { 908 {
918 object *tmp; 909 object *tmp;
919 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
920 911
921 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
922 tmp = object::create (); 913 tmp = object::create ();
923 EXIT_PATH (tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
924 EXIT_X (tmp) = op->x; 915 EXIT_X (tmp) = ob->x;
925 EXIT_Y (tmp) = op->y; 916 EXIT_Y (tmp) = ob->y;
926 op->enter_exit (tmp); /* we don't really care if it succeeded; 917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
927 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
928 * default initial map */ 919 * default initial map */
929 tmp->destroy (); 920 tmp->destroy ();
930 } 921 }
931 else 922 else
932 LOG (llevDebug, "first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
924}
933 925
934 return 0; 926void
935 } 927player::chargen_race_next ()
936 928{
937 /* Following actually changes the race - this is the default command 929 /* Following actually changes the race - this is the default command
938 * if we don't match with one of the options above. 930 * if we don't match with one of the options above.
939 */ 931 */
940 932
941 tmp_loop = 0; 933 do
942 while (!tmp_loop)
943 { 934 {
944 shstr name = op->name; 935 shstr name = ob->name;
945 int x = op->x, y = op->y; 936 int x = ob->x, y = ob->y;
946 937
947 op->remove_statbonus (); 938 ob->remove_statbonus ();
948 op->remove (); 939 ob->remove ();
949 op->arch = get_player_archetype (op->arch); 940 ob->arch = get_player_archetype (ob->arch);
950 op->arch->clone.copy_to (op); 941 ob->arch->clone.copy_to (ob);
951 op->instantiate (); 942 ob->instantiate ();
952 op->stats = op->contr->orig_stats; 943 ob->stats = ob->contr->orig_stats;
953 op->name = op->name_pl = name; 944 ob->name = ob->name_pl = name;
954 op->x = x; 945 ob->x = x;
955 op->y = y; 946 ob->y = y;
956 SET_ANIMATION (op, 2); /* So player faces south */ 947 SET_ANIMATION (ob, 2); /* So player faces south */
957 insert_ob_in_map (op, op->map, op, 0); 948 insert_ob_in_map (ob, ob->map, ob, 0);
958 assign (op->contr->title, op->arch->clone.name); 949 assign (ob->contr->title, ob->arch->clone.name);
959 op->add_statbonus (); 950 ob->add_statbonus ();
960 tmp_loop = allowed_class (op);
961 } 951 }
952 while (!allowed_class (ob));
962 953
963 update_object (op, UP_OBJ_FACE); 954 update_object (ob, UP_OBJ_FACE);
964 esrv_update_item (UPD_FACE, op, op); 955 esrv_update_item (UPD_FACE, ob, ob);
965 op->update_stats (); 956 ob->update_stats ();
966 op->stats.hp = op->stats.maxhp; 957 ob->stats.hp = ob->stats.maxhp;
967 op->stats.sp = op->stats.maxsp; 958 ob->stats.sp = ob->stats.maxsp;
968 op->stats.grace = 0; 959 ob->stats.grace = 0;
969
970 if (op->msg)
971 new_draw_info (NDI_BLUE, 0, op, op->msg);
972
973 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
974 return 0;
975} 960}
976 961
977void 962void
978flee_player (object *op) 963flee_player (object *op)
979{ 964{
1026 /* Cornered, get rid of scared */ 1011 /* Cornered, get rid of scared */
1027 CLEAR_FLAG (op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1028 op->enemy = NULL; 1013 op->enemy = NULL;
1029} 1014}
1030 1015
1031
1032/* check_pick sees if there is stuff to be picked up/picks up stuff. 1016/* check_pick sees if there is stuff to be picked up/picks up stuff.
1033 * IT returns 1 if the player should keep on moving, 0 if he should 1017 * It returns 1 if the player should keep on moving, 0 if he should
1034 * stop. 1018 * stop.
1035 */ 1019 */
1036int 1020int
1037check_pick (object *op) 1021check_pick (object *op)
1038{ 1022{
1039 object *tmp, *next; 1023 object *tmp, *next;
1040 int stop = 0; 1024 int stop = 0;
1041 int j, k, wvratio; 1025 int wvratio;
1042 char putstring[128], tmpstr[16]; 1026 char putstring[128];
1043 1027
1044 /* if you're flying, you cna't pick up anything */ 1028 /* if you're flying, you cna't pick up anything */
1045 if (op->move_type & MOVE_FLYING) 1029 if (op->move_type & MOVE_FLYING)
1046 return 1; 1030 return 1;
1047 1031
1384 * found object is returned. 1368 * found object is returned.
1385 */ 1369 */
1386object * 1370object *
1387find_arrow (object *op, const char *type) 1371find_arrow (object *op, const char *type)
1388{ 1372{
1389 object *tmp = NULL; 1373 object *tmp = 0;
1390 1374
1391 for (op = op->inv; op; op = op->below) 1375 for (op = op->inv; op; op = op->below)
1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1393 tmp = find_arrow (op, type); 1377 tmp = find_arrow (op, type);
1394 else if (op->type == ARROW && op->race == type) 1378 else if (op->type == ARROW && op->race == type)
1395 return op; 1379 return op;
1380
1396 return tmp; 1381 return tmp;
1397} 1382}
1398 1383
1399/* 1384/*
1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1385 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1401 * against the target. A full test is not performed, simply a basic test 1386 * against the target. A full test is not performed, simply a basic test
1402 * of resistances. The archer is making a quick guess at what he sees down 1387 * of resistances. The archer is making a quick guess at what he sees down
1403 * the hall. Failing that it does it's best to pick the highest plus arrow. 1388 * the hall. Failing that it does it's best to pick the highest plus arrow.
1404 */ 1389 */
1405
1406object * 1390object *
1407find_better_arrow (object *op, object *target, const char *type, int *better) 1391find_better_arrow (object *op, object *target, const char *type, int *better)
1408{ 1392{
1409 object *tmp = NULL, *arrow, *ntmp; 1393 object *tmp = NULL, *arrow, *ntmp;
1410 int attacknum, attacktype, betterby = 0, i; 1394 int attacknum, attacktype, betterby = 0, i;
1476 * find_better_arrow to find a decent arrow to use. 1460 * find_better_arrow to find a decent arrow to use.
1477 * op = the shooter 1461 * op = the shooter
1478 * type = bow->race 1462 * type = bow->race
1479 * dir = fire direction 1463 * dir = fire direction
1480 */ 1464 */
1481
1482object * 1465object *
1483pick_arrow_target (object *op, const char *type, int dir) 1466pick_arrow_target (object *op, const char *type, int dir)
1484{ 1467{
1485 object *tmp = NULL; 1468 object *tmp = NULL;
1486 maptile *m; 1469 maptile *m;
1551 */ 1534 */
1552int 1535int
1553fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1554{ 1537{
1555 object *left, *bow; 1538 object *left, *bow;
1556 int bowspeed, mflags; 1539 int mflags;
1557 maptile *m; 1540 maptile *m;
1558 1541
1559 if (!dir) 1542 if (!dir)
1560 { 1543 {
1561 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1562 return 0; 1545 return 0;
1563 } 1546 }
1564 1547
1565 if (op->type == PLAYER) 1548 if (op->contr)
1566 bow = op->contr->ranges[range_bow]; 1549 bow = op->current_weapon;
1567 else 1550 else
1568 { 1551 {
1569 for (bow = op->inv; bow; bow = bow->below) 1552 for (bow = op->inv; bow; bow = bow->below)
1570 /* Don't check for applied - monsters don't apply bows - in that way, they 1553 /* Don't check for applied - monsters don't apply bows - in that way, they
1571 * don't need to switch back and forth between bows and weapons. 1554 * don't need to switch back and forth between bows and weapons.
1576 if (!bow) 1559 if (!bow)
1577 { 1560 {
1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1579 return 0; 1562 return 0;
1580 } 1563 }
1564
1565 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below)
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1581 } 1572 }
1582 1573
1583 if (!bow->race || !bow->skill) 1574 if (!bow->race || !bow->skill)
1584 { 1575 {
1585 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1586 return 0; 1577 return 0;
1587 } 1578 }
1588
1589 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1590
1591 /* penalize ROF for bestarrow */
1592 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1593 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1594
1595 if (bowspeed < 1)
1596 bowspeed = 1;
1597 1579
1598 if (arrow == NULL) 1580 if (arrow == NULL)
1599 { 1581 {
1600 if ((arrow = find_arrow (op, bow->race)) == NULL) 1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1601 { 1583 {
1602 if (op->type == PLAYER) 1584 if (op->type == PLAYER)
1603 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1604 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1586 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1605 else 1587 else
1606 CLEAR_FLAG (op, FLAG_READY_BOW); 1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1607 return 0; 1590 return 0;
1608 } 1591 }
1609 } 1592 }
1610 1593
1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1635 1618
1636 arrow->set_owner (op); 1619 arrow->set_owner (op);
1637 arrow->skill = bow->skill; 1620 arrow->skill = bow->skill;
1638 arrow->direction = dir; 1621 arrow->direction = dir;
1639 1622
1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1624 arrow->stats.hp = arrow->stats.dam;
1625 arrow->stats.grace = arrow->attacktype;
1626
1627 if (arrow->slaying)
1628 arrow->spellarg = strdup (arrow->slaying);
1629
1630#if 0
1631 if (player *pl = op->contr)
1632 {
1633 float speed = pl->weapon_sp;
1634
1635 /* penalize ROF for bestarrow */
1636 if (pl->bowtype == bow_bestarrow)
1637 speed *= .9f;
1638 else
1639 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1640
1641 op->speed_left += speed - op->speed;
1642 }
1643#endif
1644
1645 SET_ANIMATION (arrow, arrow->direction);
1646
1647 /* update the speed */
1648 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1649 + bow->stats.dam / 7.f;
1650
1651 arrow->set_speed (max (arrow->speed, 2.f));
1652 arrow->speed_left = 0;
1653
1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1655
1640 if (op->type == PLAYER) 1656 if (op->type == PLAYER)
1641 { 1657 {
1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1643 op->update_stats ();
1644 }
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1648 arrow->stats.hp = arrow->stats.dam;
1649 arrow->stats.grace = arrow->attacktype;
1650 if (arrow->slaying != NULL)
1651 arrow->spellarg = strdup (arrow->slaying);
1652
1653 /* Note that this was different for monsters - they got their level
1654 * added to the damage. I think the strength bonus is more proper.
1655 */
1656
1657 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1658
1659 /* update the speed */
1660 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1661 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 1.0));
1664 arrow->speed_left = 0;
1665
1666 if (op->type == PLAYER)
1667 {
1668 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1669 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1670 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1671
1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1659 wc -= dex_bonus[op->stats.Dex];
1660
1661 if (!arrow->slaying)
1662 arrow->slaying = op->slaying;
1663
1664 arrow->attacktype |= op->attacktype;
1673 } 1665 }
1674 else 1666 else
1675 { 1667 {
1676 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1677 arrow->level = op->level; 1668 arrow->level = op->level;
1678 } 1669 arrow->stats.wc -= bow->magic;
1679 1670
1680 if (arrow->attacktype == AT_PHYSICAL) 1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1681 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1675 }
1682 1676
1683 if (bow->slaying) 1677 wc -= arrow->level;
1684 arrow->slaying = bow->slaying; 1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1685 1679
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1686 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688 1683
1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1690 m->insert (arrow, sx, sy, op); 1685 m->insert (arrow, sx, sy, op);
1715{ 1710{
1716 int ret = 0, wcmod = 0; 1711 int ret = 0, wcmod = 0;
1717 1712
1718 if (op->contr->bowtype == bow_bestarrow) 1713 if (op->contr->bowtype == bow_bestarrow)
1719 { 1714 {
1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1721 } 1716 }
1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1723 { 1718 {
1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1725 wcmod = -1; 1720 wcmod = -1;
1735 else if (op->contr->bowtype == bow_spreadshot) 1730 else if (op->contr->bowtype == bow_spreadshot)
1736 { 1731 {
1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1740
1741 } 1735 }
1742 else 1736 else
1743 { 1737 {
1744 /* Simple case */ 1738 /* Simple case */
1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1746 } 1740 }
1741
1747 return ret; 1742 return ret;
1748} 1743}
1749
1750 1744
1751/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1753 */ 1747 */
1754void 1748void
1755fire_misc_object (object *op, int dir) 1749fire_misc_object (object *op, int dir)
1756{ 1750{
1757 object *item; 1751 object *item = op->contr->ranged_ob;
1758 1752
1759 if (!op->contr->ranges[range_misc]) 1753 if (!item)
1760 { 1754 {
1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1762 return; 1756 return;
1763 } 1757 }
1764 1758
1765 item = op->contr->ranges[range_misc];
1766 if (!item->inv) 1759 if (!item->inv)
1767 { 1760 {
1768 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1769 return; 1762 return;
1770 } 1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
1771 if (item->type == WAND) 1768 if (item->type == WAND)
1772 { 1769 {
1773 if (item->stats.food <= 0) 1770 if (item->stats.food <= 0)
1774 { 1771 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
1777 return; 1775 return;
1778 } 1776 }
1779 } 1777 }
1780 else if (item->type == ROD || item->type == HORN) 1778 else if (item->type == ROD || item->type == HORN)
1781 { 1779 {
1782 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1783 { 1781 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
1785 if (item->type == ROD) 1784 if (item->type == ROD)
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787 else 1786 else
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1788
1789 return; 1789 return;
1790 } 1790 }
1791 } 1791 }
1792 1792
1793 if (cast_spell (op, item, dir, item->inv, NULL)) 1793 if (cast_spell (op, item, dir, item->inv, NULL))
1815 } 1815 }
1816} 1816}
1817 1817
1818/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1819 */ 1819 */
1820void 1820bool
1821fire (object *op, int dir) 1821fire (object *op, int dir)
1822{ 1822{
1823 int spellcost = 0; 1823 int spellcost = 0;
1824 1824
1825 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1826 if (action_makes_visible (op)) 1826 if (action_makes_visible (op))
1827 make_visible (op); 1827 make_visible (op);
1828 1828
1829 switch (op->contr->shoottype) 1829 player *pl = op->contr;
1830
1831 if (pl->golem)
1832 {
1833 control_golem (op->contr->golem, dir);
1834 return false;
1830 { 1835 }
1831 case range_none:
1832 return;
1833 1836
1834 case range_bow: 1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1840 return false;
1841
1842 if (!op->change_weapon (ob))
1843 return false;
1844
1845 if (op->speed_left > 0.f)
1846 --op->speed_left;
1847 else
1848 return false;
1849
1850 switch (ob->type)
1851 {
1852 case BOW:
1835 player_fire_bow (op, dir); 1853 player_fire_bow (op, dir);
1836 return; 1854 break;
1837 1855
1838 case range_magic: /* Casting spells */ 1856 case SPELL:
1839 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1840 return; 1858 break;
1841 1859
1842 case range_misc: 1860 case BUILDER:
1861 apply_map_builder (op, dir);
1862 break;
1863
1864 case SKILL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1868 default:
1843 fire_misc_object (op, dir); 1869 fire_misc_object (op, dir);
1844 return; 1870 break;
1845
1846 case range_golem: /* Control summoned monsters from scrolls */
1847 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1848 {
1849 op->contr->ranges[range_golem] = 0;
1850 op->contr->shoottype = range_none;
1851 }
1852 else
1853 control_golem (op->contr->ranges[range_golem], dir);
1854 return;
1855
1856 case range_skill:
1857 if (!op->chosen_skill)
1858 {
1859 if (op->type == PLAYER)
1860 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1861 return;
1862 }
1863
1864 do_skill (op, op, op->chosen_skill, dir, NULL);
1865 return;
1866 case range_builder:
1867 apply_map_builder (op, dir);
1868 return;
1869 default:
1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1871 return;
1872 } 1871 }
1873}
1874 1872
1875 1873 return true;
1874}
1876 1875
1877/* find_key 1876/* find_key
1878 * We try to find a key for the door as passed. If we find a key 1877 * We try to find a key for the door as passed. If we find a key
1879 * and successfully use it, we return the key, otherwise NULL 1878 * and successfully use it, we return the key, otherwise NULL
1880 * This function merges both normal and locked door, since the logic 1879 * This function merges both normal and locked door, since the logic
1882 * pl is the player, 1881 * pl is the player,
1883 * inv is the objects inventory to searched 1882 * inv is the objects inventory to searched
1884 * door is the door we are trying to match against. 1883 * door is the door we are trying to match against.
1885 * This function can be called recursively to search containers. 1884 * This function can be called recursively to search containers.
1886 */ 1885 */
1887
1888object * 1886object *
1889find_key (object *pl, object *container, object *door) 1887find_key (object *pl, object *container, object *door)
1890{ 1888{
1891 object *tmp, *key; 1889 object *tmp, *key;
1892 1890
1893 /* Should not happen, but sanity checking is never bad */ 1891 /* Should not happen, but sanity checking is never bad */
1894 if (container->inv == NULL) 1892 if (!container->inv)
1895 return NULL; 1893 return 0;
1896 1894
1897 /* First, lets try to find a key in the top level inventory */ 1895 /* First, lets try to find a key in the top level inventory */
1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 { 1897 {
1900 if (door->type == DOOR && tmp->type == KEY) 1898 if (door->type == DOOR && tmp->type == KEY)
1901 break; 1899 break;
1902 /* For sanity, we should really check door type, but other stuff 1900 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys 1901 * (like containers) can be locked with special keys
1904 */ 1902 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break; 1904 break;
1907 } 1905 }
1906
1908 /* No key found - lets search inventories now */ 1907 /* No key found - lets search inventories now */
1909 /* If we find and use a key in an inventory, return at that time. 1908 /* If we find and use a key in an inventory, return at that time.
1910 * otherwise, if we search all the inventories and still don't find 1909 * otherwise, if we search all the inventories and still don't find
1911 * a key, return 1910 * a key, return
1912 */ 1911 */
1913 if (!tmp) 1912 if (!tmp)
1914 { 1913 {
1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1914 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 { 1915 {
1917 /* No reason to search empty containers */ 1916 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv) 1917 if (tmp->type == CONTAINER && tmp->inv)
1919 { 1918 {
1920 if ((key = find_key (pl, tmp, door)) != NULL) 1919 if ((key = find_key (pl, tmp, door)))
1921 return key; 1920 return key;
1922 } 1921 }
1923 } 1922 }
1923
1924 if (!tmp) 1924 if (!tmp)
1925 return NULL; 1925 return NULL;
1926 } 1926 }
1927
1927 /* We get down here if we have found a key. Now if its in a container, 1928 /* We get down here if we have found a key. Now if its in a container,
1928 * see if we actually want to use it 1929 * see if we actually want to use it
1929 */ 1930 */
1930 if (pl != container) 1931 if (pl != container)
1931 { 1932 {
1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1953 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1954 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1954 return NULL; 1955 return NULL;
1955 } 1956 }
1956 } 1957 }
1958
1957 return tmp; 1959 return tmp;
1958} 1960}
1959 1961
1960/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
1961 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
1963 * 0 otherwise 1965 * 0 otherwise
1964 */ 1966 */
1965static int 1967static int
1966player_attack_door (object *op, object *door) 1968player_attack_door (object *op, object *door)
1967{ 1969{
1968 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* If its a door, try to find a key. If we do destroy the door,
1969 * might as well return immediately as there is nothing more to do - 1971 * might as well return immediately as there is nothing more to do -
1970 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
1971 */ 1973 */
1972 object *key = find_key (op, op, door); 1974 object *key = find_key (op, op, door);
1973 1975
1974 /* IF we found a key, do some extra work */ 1976 /* If we found a key, do some extra work */
1975 if (key) 1977 if (key)
1976 { 1978 {
1977 object *container = key->env; 1979 object *container = key->env;
1978 1980
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
1980 if (action_makes_visible (op)) 1983 if (action_makes_visible (op))
1981 make_visible (op); 1984 make_visible (op);
1985
1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op); 1987 spring_trap (door->inv, op);
1988
1984 if (door->type == DOOR) 1989 if (door->type == DOOR)
1985 {
1986 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1987 }
1988 else if (door->type == LOCKED_DOOR) 1991 else if (door->type == LOCKED_DOOR)
1989 { 1992 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1991 remove_door2 (door); /* remove door without violence ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
1992 } 1995 }
1996
1993 /* Do this after we print the message */ 1997 /* Do this after we print the message */
1994 decrease_ob (key); /* Use up one of the keys */ 1998 decrease_ob (key); /* Use up one of the keys */
1995 /* Need to update the weight the container the key was in */ 1999 /* Need to update the weight the container the key was in */
1996 if (container != op) 2000 if (container != op)
1997 esrv_update_item (UPD_WEIGHT, op, container); 2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
1998 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
1999 } 2004 }
2000 else if (door->type == LOCKED_DOOR) 2005 else if (door->type == LOCKED_DOOR)
2001 { 2006 {
2002 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2004 return 1; 2009 return 1;
2005 } 2010 }
2011
2006 return 0; 2012 return 0;
2007} 2013}
2008 2014
2009/* This function is just part of a breakup from move_player. 2015/* This function is just part of a breakup from move_player.
2010 * It should keep the code cleaner. 2016 * It should keep the code cleaner.
2011 * When this is called, the players direction has been updated 2017 * When this is called, the players direction has been updated
2012 * (taking into account confusion.) The player is also actually 2018 * (taking into account confusion.) The player is also actually
2013 * going to try and move (not fire weapons). 2019 * going to try and move (not fire weapons).
2014 */ 2020 */
2015void 2021bool
2016move_player_attack (object *op, int dir) 2022move_player_attack (object *op, int dir)
2017{ 2023{
2018 object *tmp, *mon;
2019 sint16 nx, ny;
2020 int on_battleground; 2024 int on_battleground;
2021 maptile *m;
2022 2025
2023 nx = freearr_x[dir] + op->x; 2026 sint16 nx = freearr_x[dir] + op->x;
2024 ny = freearr_y[dir] + op->y; 2027 sint16 ny = freearr_y[dir] + op->y;
2025 2028
2026 on_battleground = op_on_battleground (op, 0, 0); 2029 on_battleground = op_on_battleground (op, 0, 0);
2030
2031 if (out_of_map (op->map, nx, ny))
2032 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2027 2039
2028 /* If braced, or can't move to the square, and it is not out of the 2040 /* If braced, or can't move to the square, and it is not out of the
2029 * map, attack it. Note order of if statement is important - don't 2041 * map, attack it. Note order of if statement is important - don't
2030 * want to be calling move_ob if braced, because move_ob will move the 2042 * want to be calling move_ob if braced, because move_ob will move the
2031 * player. This is a pretty nasty hack, because if we could 2043 * player. This is a pretty nasty hack, because if we could
2032 * move to some space, it then means that if we are braced, we should 2044 * move to some space, it then means that if we are braced, we should
2033 * do nothing at all. As it is, if we are braced, we go through 2045 * do nothing at all. As it is, if we are braced, we go through
2034 * quite a bit of processing. However, it probably is less than what 2046 * quite a bit of processing. However, it probably is less than what
2035 * move_ob uses. 2047 * move_ob uses.
2036 */ 2048 */
2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2038 {
2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2040 {
2041 m = op->map->xy_find (nx, ny); 2049 maptile *m = op->map->xy_find (nx, ny);
2042 if (!m)
2043 return; /* Don't think this should happen */
2044 }
2045 else
2046 m = op->map;
2047 2050
2048 if (!(tmp = m->at (nx, ny).bot))
2049 return;
2050
2051 mon = 0;
2052 /* Go through all the objects, and find ones of interest. Only stop if 2051 /* Go through all the objects, and find ones of interest. Only stop if
2053 * we find a monster - that is something we know we want to attack. 2052 * we find a monster - that is something we know we want to attack.
2054 * if its a door or barrel (can roll) see if there may be monsters 2053 * if its a door or barrel (can roll) see if there may be monsters
2055 * on the space 2054 * on the space
2056 */ 2055 */
2057 while (tmp) 2056 object *mon;
2058 { 2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2059 if (tmp == op) 2058 {
2060 { 2059 if ((mon->flag [FLAG_ALIVE]
2061 tmp = tmp->above; 2060 || mon->type == LOCKED_DOOR
2062 continue; 2061 || mon->flag [FLAG_CAN_ROLL])
2063 }
2064
2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 {
2067 mon = tmp; 2062 && mon != op)
2068 break; 2063 break;
2069 } 2064 }
2070 2065
2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp;
2073
2074 tmp = tmp->above;
2075 }
2076
2077 if (!mon) /* This happens anytime the player tries to move */ 2066 if (!mon) /* This happens anytime the player tries to move */
2078 return; /* into a wall */ 2067 return false; /* into a wall */
2079 2068
2080 if (mon->head)
2081 mon = mon->head; 2069 mon = mon->head_ ();
2082 2070
2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (op->contr->weapon_sp_left > 0.f)
2084 if (player_attack_door (op, mon)) 2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2085 return; 2076 return true;
2077 }
2086 2078
2087 /* The following deals with possibly attacking peaceful 2079 /* The following deals with possibly attacking peaceful
2088 * or frienddly creatures. Basically, all players are considered 2080 * or friendly creatures. Basically, all players are considered
2089 * unaggressive. If the moving player has peaceful set, then the 2081 * unaggressive. If the moving player has peaceful set, then the
2090 * object should be pushed instead of attacked. It is assumed that 2082 * object should be pushed instead of attacked. It is assumed that
2091 * if you are braced, you will not attack friends accidently, 2083 * if you are braced, you will not attack friends accidently,
2092 * and thus will not push them. 2084 * and thus will not push them.
2093 */ 2085 */
2094 2086
2095 /* If the creature is a pet, push it even if the player is not 2087 /* If the creature is a pet, push it even if the player is not
2096 * peaceful. Our assumption is the creature is a pet if the 2088 * peaceful. Our assumption is the creature is a pet if the
2097 * player owns it and it is either friendly or unagressive. 2089 * player owns it and it is either friendly or unagressive.
2098 */ 2090 */
2099 if ((op->type == PLAYER) 2091 if (op->type == PLAYER
2100#if COZY_SERVER
2101 &&
2102 ((mon->owner && mon->owner->contr 2092 && ((mon->owner && mon->owner->contr
2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2093 && same_party (mon->owner->contr->party, op->contr->party))
2104#else
2105 && mon->owner == op 2094 || mon->owner == op)
2106#endif
2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2096 {
2109 /* If we're braced, we don't want to switch places with it */ 2097 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) 2098 if (op->contr->braced)
2111 return; 2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2112 2104
2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2114 (void) push_ob (mon, dir, op); 2106 push_ob (mon, dir, op);
2107
2115 if (op->contr->tmp_invis || op->hide) 2108 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op); 2109 make_visible (op);
2117 2110
2118 return; 2111 return true;
2119 } 2112 }
2113 else
2114 return false;
2115 }
2120 2116
2121 /* in certain circumstances, you shouldn't attack friendly 2117 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push 2118 * creatures. Note that if you are braced, you can't push
2123 * someone, but put it inside this loop so that you won't 2119 * someone, but put it inside this loop so that you won't
2124 * attack them either. 2120 * attack them either.
2125 */ 2121 */
2126 if ((mon->type == PLAYER || mon->enemy != op) && 2122 if ((mon->type == PLAYER || mon->enemy != op)
2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2123 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2128#ifdef PROHIBIT_PLAYERKILL
2129 (op->contr->peaceful 2124 && ((op->contr->peaceful
2130 || (mon->type == PLAYER 2125 || (mon->type == PLAYER && mon->contr->peaceful))
2131 && mon->contr->
2132 peaceful)) &&
2133#else
2134 op->contr->peaceful &&
2135#endif
2136 !on_battleground)) 2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2137 { 2129 {
2130 --op->speed_left;
2131
2138 if (!op->contr->braced) 2132 if (!op->contr->braced)
2139 { 2133 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2141 push_ob (mon, dir, op); 2135 push_ob (mon, dir, op);
2142 } 2136 }
2143 else 2137 else
2144 new_draw_info (0, 0, op, "You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2145 2139
2146 if (op->contr->tmp_invis || op->hide) 2140 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op); 2141 make_visible (op);
2148 }
2149 2142
2143 return true;
2144 }
2145 }
2150 /* If the object is a boulder or other rollable object, then 2146 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced. 2147 * roll it if not braced. You can't roll it if you are braced.
2152 */ 2148 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2150 {
2151 if (op->speed_left > 0.f)
2154 { 2152 {
2153 --op->speed_left;
2154
2155 recursive_roll (mon, dir, op); 2155 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op)) 2156 if (action_makes_visible (op))
2157 make_visible (op); 2157 make_visible (op);
2158 }
2159 2158
2159 return true;
2160 }
2161 }
2160 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points 2163 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following: 2164 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note 2165 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen. 2166 * that party_number -1 is no party, so attacks can still happen.
2165 */ 2167 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2170 {
2169 2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2170 /* If the player hasn't hit something this tick, and does
2171 * so, give them speed boost based on weapon speed. Doing
2172 * it here is better than process_players2, which basically
2173 * incurred a 1 tick offset.
2174 */
2175 if (!op->contr->has_hit)
2176 { 2172 {
2177 op->speed_left += op->speed / op->contr->weapon_sp; 2173 --op->contr->weapon_sp_left;
2178
2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 }
2181 2174
2182 skill_attack (mon, op, 0, 0, 0); 2175 skill_attack (mon, op, 0, 0, 0);
2183
2184 /* If attacking another player, that player gets automatic
2185 * hitback, and doesn't loose luck either.
2186 * Disable hitback on the battleground or if the target is
2187 * the wiz.
2188 */
2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2190 {
2191 short luck = mon->stats.luck;
2192
2193 mon->contr->has_hit = 1;
2194 skill_attack (op, mon, 0, 0, 0);
2195 mon->stats.luck = luck;
2196 }
2197 2176
2198 if (action_makes_visible (op)) 2177 if (action_makes_visible (op))
2199 make_visible (op); 2178 make_visible (op);
2200 }
2201 } /* if player should attack something */
2202}
2203 2179
2204int 2180 return true;
2181 }
2182 }
2183
2184 return false;
2185}
2186
2187bool
2205move_player (object *op, int dir) 2188move_player (object *op, int dir)
2206{ 2189{
2207 int pick; 2190 int pick;
2208 2191
2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2223 op->facing = dir; 2206 op->facing = dir;
2224 2207
2225 if (op->hide) 2208 if (op->hide)
2226 do_hidden_move (op); 2209 do_hidden_move (op);
2227 2210
2211 bool retval;
2212
2228 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229 /*nop */ ; 2214 retval = RESULT_INT (0);
2230 else if (op->contr->fire_on) 2215 else if (op->contr->fire_on)
2231 fire (op, dir); 2216 retval = fire (op, dir);
2232 else 2217 else
2233 { 2218 {
2234 move_player_attack (op, dir); 2219 retval = move_player_attack (op, dir);
2235 pick = check_pick (op); 2220 pick = check_pick (op);
2236 } 2221 }
2237 2222
2238 /* Add special check for newcs players and fire on - this way, the 2223 /* Add special check for newcs players and fire on - this way, the
2239 * server can handle repeat firing. 2224 * server can handle repeat firing.
2246 /* Update how the player looks. Use the facing, so direction may 2231 /* Update how the player looks. Use the facing, so direction may
2247 * get reset to zero. This allows for full animation capabilities 2232 * get reset to zero. This allows for full animation capabilities
2248 * for players. 2233 * for players.
2249 */ 2234 */
2250 animate_object (op, op->facing); 2235 animate_object (op, op->facing);
2251 return 0; 2236
2237 return retval;
2252} 2238}
2253 2239
2254/* This is similar to handle_player, below, but is only used by the 2240/* This is similar to handle_player, below, but is only used by the
2255 * new client/server stuff. 2241 * new client/server stuff.
2256 * This is sort of special, in that the new client/server actually uses 2242 * This is sort of special, in that the new client/server actually uses
2257 * the new speed values for commands. 2243 * the new speed values for commands.
2258 * 2244 *
2259 * Returns true if there are more actions we can do. 2245 * Returns true if there are more actions we can do. Should not do
2246 * many actions in a row, as that would be too unfair to other
2247 * players.
2260 */ 2248 */
2261int 2249bool
2262handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2263{ 2251{
2264 if (op->contr->hidden)
2265 {
2266 op->invisible = 1000;
2267 /* the socket code flashes the player visible/invisible
2268 * depending on the value of invisible, so we need to
2269 * alternate it here for it to work correctly.
2270 */
2271 if (pticks & 2)
2272 op->invisible--;
2273 }
2274 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2275 {
2276 op->invisible--;
2277 if (!op->invisible)
2278 {
2279 make_visible (op);
2280 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2285 { 2253 {
2286 flee_player (op); 2254 if (op->speed_left > 0.f)
2287 /* If player is still scared, that is his action for this tick */
2288 if (QUERY_FLAG (op, FLAG_SCARED))
2289 { 2255 {
2290 op->speed_left--; 2256 --op->speed_left;
2257 flee_player (op);
2258
2291 return 0; 2259 return true;
2292 } 2260 }
2261 else
2262 return false;
2293 } 2263 }
2294
2295 /* I've been seeing crashes where the golem has been destroyed, but
2296 * the player object still points to the defunct golem. The code that
2297 * destroys the golem looks correct, and it doesn't always happen, so
2298 * put this in a a workaround to clean up the golem pointer.
2299 */
2300 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2301 op->contr->ranges[range_golem] = 0;
2302 2264
2303 /* call this here - we also will call this in do_ericserver, but 2265 /* call this here - we also will call this in do_ericserver, but
2304 * the players time has been increased when doericserver has been 2266 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2267 * called, so we recheck it here.
2306 */ 2268 */
2307 if (op->contr->ns->handle_command ()) 2269 if (op->contr->ns->handle_command ())
2308 return 1; 2270 return true;
2309 2271
2310 if (op->speed_left > 0)
2311 {
2312 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 {
2314 /* All move commands take 1 tick, at least for now */
2315 op->speed_left--;
2316
2317 /* Instead of all the stuff below, let move_player take care
2318 * of it. Also, some of the skill stuff is only put in
2319 * there, as well as the confusion stuff.
2320 */
2321 move_player (op, op->direction); 2273 return move_player (op, op->direction);
2322 2274
2323 return op->speed_left > 0;
2324 }
2325 }
2326
2327 return 0; 2275 return false;
2328} 2276}
2329 2277
2330int 2278int
2331save_life (object *op) 2279save_life (object *op)
2332{ 2280{
2367 * from. 2315 * from.
2368 */ 2316 */
2369void 2317void
2370remove_unpaid_objects (object *op, object *env) 2318remove_unpaid_objects (object *op, object *env)
2371{ 2319{
2372 object *next;
2373
2374 while (op) 2320 while (op)
2375 { 2321 {
2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2377 2323
2378 if (QUERY_FLAG (op, FLAG_UNPAID)) 2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2444 int rate_grace = 2000; 2390 int rate_grace = 2000;
2445 const int max_hp = 1; 2391 const int max_hp = 1;
2446 const int max_sp = 1; 2392 const int max_sp = 1;
2447 const int max_grace = 1; 2393 const int max_grace = 1;
2448 2394
2449 if (op->contr->outputs_sync) 2395 if (op->contr->hidden)
2396 {
2397 op->invisible = 1000;
2398 /* the socket code flashes the player visible/invisible
2399 * depending on the value of invisible, so we need to
2400 * alternate it here for it to work correctly.
2401 */
2402 if (pticks & 2)
2403 op->invisible--;
2450 { 2404 }
2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2406 {
2453 flush_output_element (op, &op->contr->outputs[i]); 2407 if (!op->invisible--)
2408 {
2409 make_visible (op);
2410 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2411 }
2454 } 2412 }
2455 2413
2456 if (op->contr->ns->state == ST_PLAYING) 2414 if (op->contr->ns->state == ST_PLAYING)
2457 { 2415 {
2458 /* these next three if clauses make it possible to SLOW DOWN 2416 /* these next three if clauses make it possible to SLOW DOWN
2480 gen_grace = op->stats.maxgrace; 2438 gen_grace = op->stats.maxgrace;
2481 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2482 } 2440 }
2483 2441
2484 /* Regenerate Spell Points */ 2442 /* Regenerate Spell Points */
2485 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2443 if (!op->contr->golem && --op->last_sp < 0)
2486 { 2444 {
2487 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2488 if (op->stats.sp < op->stats.maxsp) 2446 if (op->stats.sp < op->stats.maxsp)
2489 { 2447 {
2490 op->stats.sp++; 2448 op->stats.sp++;
2588 } 2546 }
2589 2547
2590 /* Digestion */ 2548 /* Digestion */
2591 if (--op->last_eat < 0) 2549 if (--op->last_eat < 0)
2592 { 2550 {
2593#ifdef COZY_SERVER
2594 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2595 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2596#else
2597 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2598#endif
2599 2552
2600 if (op->contr->gen_hp > 0) 2553 if (op->contr->gen_hp > 0)
2601 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2602 else 2555 else
2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2915 op->stats.hp = op->stats.maxhp; 2868 op->stats.hp = op->stats.maxhp;
2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2918 2871
2919 /* 2872 /*
2920 * Check to see if the player is in a shop. IF so, then check to see if
2921 * the player has any unpaid items. If so, remove them and put them back 2873 * Check to see if the player has any unpaid items. If so, remove them
2922 * in the map. 2874 * and put them back in the map.
2923 */ 2875 */
2924
2925 if (is_in_shop (op))
2926 remove_unpaid_objects (op->inv, op); 2876 remove_unpaid_objects (op->inv, op);
2927 2877
2928 /****************************************/ 2878 /****************************************/
2929 /* */ 2879 /* */
2930 /* Move player to his current respawn- */ 2880 /* Move player to his current respawn- */
2931 /* position (usually last savebed) */ 2881 /* position (usually last savebed) */
2951 object *force; 2901 object *force;
2952 int at; 2902 int at;
2953 2903
2954 force = get_archetype (FORCE_NAME); 2904 force = get_archetype (FORCE_NAME);
2955 /* 50 ticks should be enough time for the spell to abate */ 2905 /* 50 ticks should be enough time for the spell to abate */
2956 force->speed = 0.1; 2906 force->speed = 0.1f;
2957 force->speed_left = -5.0; 2907 force->speed_left = -5.f;
2958 SET_FLAG (force, FLAG_APPLIED); 2908 SET_FLAG (force, FLAG_APPLIED);
2959 for (at = 0; at < NROFATTACKS; at++) 2909 for (at = 0; at < NROFATTACKS; at++)
2960 if (will_kill_again & (1 << at)) 2910 if (will_kill_again & (1 << at))
2961 force->resist[at] = 100; 2911 force->resist[at] = 100;
2962 2912
2971void 2921void
2972loot_object (object *op) 2922loot_object (object *op)
2973{ /* Grab and destroy some treasure */ 2923{ /* Grab and destroy some treasure */
2974 object *tmp, *tmp2, *next; 2924 object *tmp, *tmp2, *next;
2975 2925
2976 if (op->container) 2926 op->close_container (); /* close open sack first */
2977 esrv_apply_container (op, op->container); /* close open sack first */
2978 2927
2979 for (tmp = op->inv; tmp; tmp = next) 2928 for (tmp = op->inv; tmp; tmp = next)
2980 { 2929 {
2981 next = tmp->below; 2930 next = tmp->below;
2982 2931
2983 if (tmp->invisible) 2932 if (tmp->invisible)
2984 continue; 2933 continue;
2985 2934
2986 tmp->remove (); 2935 tmp->remove ();
2987 tmp->x = op->x, tmp->y = op->y; 2936 tmp->x = op->x, tmp->y = op->y;
2937
2988 if (tmp->type == CONTAINER) 2938 if (tmp->type == CONTAINER)
2989 { /* empty container to ground */ 2939 loot_object (tmp); /* empty container to ground */
2990 loot_object (tmp); 2940
2991 }
2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2941 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2993 { 2942 {
2994 if (tmp->nrof > 1) 2943 if (tmp->nrof > 1)
2995 { 2944 {
2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3008/* 2957/*
3009 * fix_weight(): Check recursively the weight of all players, and fix 2958 * fix_weight(): Check recursively the weight of all players, and fix
3010 * what needs to be fixed. Refresh windows and fix speed if anything 2959 * what needs to be fixed. Refresh windows and fix speed if anything
3011 * was changed. 2960 * was changed.
3012 */ 2961 */
3013
3014void 2962void
3015fix_weight (void) 2963fix_weight (void)
3016{ 2964{
3017 for_all_players (pl) 2965 for_all_players (pl)
3018 { 2966 {
3078 if (op->type == PLAYER) 3026 if (op->type == PLAYER)
3079 { 3027 {
3080 op->contr->tmp_invis = 0; 3028 op->contr->tmp_invis = 0;
3081 op->contr->invis_race = 0; 3029 op->contr->invis_race = 0;
3082 } 3030 }
3031
3083 update_object (op, UP_OBJ_FACE); 3032 update_object (op, UP_OBJ_CHANGE);
3084} 3033}
3085 3034
3086int 3035int
3087is_true_undead (object *op) 3036is_true_undead (object *op)
3088{ 3037{
3089 object *tmp = NULL;
3090
3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3092 return 1; 3039 return 1;
3093 3040
3094 return 0; 3041 return 0;
3095} 3042}
3140/* For Hidden creatures - a chance of becoming 'unhidden' 3087/* For Hidden creatures - a chance of becoming 'unhidden'
3141 * every time they move - as we subtract off 'invisibility' 3088 * every time they move - as we subtract off 'invisibility'
3142 * AND, for players, if they move into a ridiculously unhideable 3089 * AND, for players, if they move into a ridiculously unhideable
3143 * spot (surrounded by clear terrain in broad daylight). -b.t. 3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3144 */ 3091 */
3145
3146void 3092void
3147do_hidden_move (object *op) 3093do_hidden_move (object *op)
3148{ 3094{
3149 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3150 object *skop; 3096 object *skop;
3383 char buf[MAX_BUF]; /* tmp. string buffer */ 3329 char buf[MAX_BUF]; /* tmp. string buffer */
3384 int i = 0, j = 0; 3330 int i = 0, j = 0;
3385 3331
3386 /* get the appropriate treasurelist */ 3332 /* get the appropriate treasurelist */
3387 if (atnr == ATNR_FIRE) 3333 if (atnr == ATNR_FIRE)
3388 trlist = find_treasurelist ("dragon_ability_fire"); 3334 trlist = treasurelist::find ("dragon_ability_fire");
3389 else if (atnr == ATNR_COLD) 3335 else if (atnr == ATNR_COLD)
3390 trlist = find_treasurelist ("dragon_ability_cold"); 3336 trlist = treasurelist::find ("dragon_ability_cold");
3391 else if (atnr == ATNR_ELECTRICITY) 3337 else if (atnr == ATNR_ELECTRICITY)
3392 trlist = find_treasurelist ("dragon_ability_elec"); 3338 trlist = treasurelist::find ("dragon_ability_elec");
3393 else if (atnr == ATNR_POISON) 3339 else if (atnr == ATNR_POISON)
3394 trlist = find_treasurelist ("dragon_ability_poison"); 3340 trlist = treasurelist::find ("dragon_ability_poison");
3395 3341
3396 if (trlist == NULL || who->type != PLAYER) 3342 if (trlist == NULL || who->type != PLAYER)
3397 return; 3343 return;
3398 3344
3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3531 * not readied. 3477 * not readied.
3532 */ 3478 */
3533void 3479void
3534player_unready_range_ob (player *pl, object *ob) 3480player_unready_range_ob (player *pl, object *ob)
3535{ 3481{
3536 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3484
3485 if (pl->combat_ob == ob)
3486 pl->combat_ob = 0;
3487
3537 if (pl->ranges[i] == ob) 3488 if (pl->ranged_ob == ob)
3538 {
3539 pl->ranges[i] = 0; 3489 pl->ranged_ob = 0;
3540 if (pl->shoottype == i)
3541 pl->shoottype = range_none;
3542 }
3543} 3490}
3544 3491
3545sint8 3492sint8
3546player::visibility_at (maptile *map, int x, int y) const 3493player::visibility_at (maptile *map, int x, int y) const
3547{ 3494{

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